﻿using System;
using System.Collections.Generic;
using System.Linq;
using System.Text;

namespace Battle.View
{
    public class CGuideBattleRoundCtrl : BattleRoundCtrl
    {
        public CGuideBattleRoundCtrl(CGuideBattleRunningState runningState) : base(runningState)
        {
        }

        public override void InitState()
        {
            allStates = new Dictionary<BattleRoundState, Fsm.FsmStateBase<BattleRoundState>>();
            allStates[BattleRoundState.ShowCampRunState] = new ShowCampRunState(BattleRoundState.ShowCampRunState, this);
            allStates[BattleRoundState.RoundEnterState] = new RoundEnterState(BattleRoundState.RoundEnterState, this);
            allStates[BattleRoundState.RoundWaitState] = new CGuideRoundWaitState(BattleRoundState.RoundWaitState, this);
            allStates[BattleRoundState.FormationTransferState] = new FormationTransferState(BattleRoundState.FormationTransferState, this);
            allStates[BattleRoundState.AttackingState] = new AttackState(BattleRoundState.AttackingState, this);
            allStates[BattleRoundState.UltimateBeforeState] = new UltimateBeforeState(BattleRoundState.UltimateBeforeState, this);
            allStates[BattleRoundState.UltimateState] = new UltimateState(BattleRoundState.UltimateState, this);
            allStates[BattleRoundState.UltimateEndState] = new UltimateEndState(BattleRoundState.UltimateEndState, this);
            allStates[BattleRoundState.RoundLeaveState] = new RoundLeaveState(BattleRoundState.RoundLeaveState, this);
        }
    }
}
